Fixed minor bugs in bindings, moved AABB implementation to own file, added boolean matrix and comparison functions to python bindings

This commit is contained in:
Sebastian Koch
2016-05-25 21:47:37 +02:00
parent e2542ecf24
commit aa6e79dc36
34 changed files with 1854 additions and 1155 deletions
+46 -52
View File
@@ -7,6 +7,7 @@ sys.path.insert(0, os.getcwd() + "/../")
import pyigl as igl
from iglhelpers import e2p
import math
TUTORIAL_SHARED_PATH = "../../tutorial/shared/"
global V, F, T, tree, FN, VN, EN, E, EMAP, max_distance, slice_z, overlay
@@ -27,9 +28,19 @@ overlay = False
viewer = igl.viewer.Viewer()
def append_mesh(C_vis, F_vis, V_vis, V, F, color):
F_vis.conservativeResize(F_vis.rows() + F.rows(), 3)
# F_vis.setBottomRows(F.rows(), F + V_vis.rows())
V_vis.conservativeResize(V_vis.rows() + V.rows(), 3)
# V_vis.setBottomRows(V.rows(), V)
C_vis.conservativeResize(C_vis.rows() + V.rows(), 3)
# C_vis.setBottomRows(V.rows(), color)
def update_visualization(viewer):
global V, F, T, tree, FN, VN, EN, E, EMAP, max_distance, slice_z, overlay
plane = igl.eigen.MatrixXd([0.0, 0.0, 1.0, -((1-slice_z) * V.col(2).minCoeff() + slice_z * V.col(2).maxCoeff())])
plane = igl.eigen.MatrixXd([0.0, 0.0, 1.0, -((1 - slice_z) * V.col(2).minCoeff() + slice_z * V.col(2).maxCoeff())])
V_vis = igl.eigen.MatrixXd()
F_vis = igl.eigen.MatrixXi()
@@ -38,60 +49,47 @@ def update_visualization(viewer):
bary = igl.eigen.SparseMatrixd()
igl.slice_tets(V, T, plane, V_vis, F_vis, J, bary)
max_l = 0.03
# while True:
# l = igl.eigen.MatrixXd()
# igl.edge_lengths(V_vis, F_vis, l)
# l /= (V_vis.colwise().maxCoeff() - V_vis.colwise().minCoeff()).norm()
#
# if l.maxCoeff() < max_l:
# break
#
# bad = e2p(l.rowwiseMaxCoeff())
# bad = bad > max_l
# F_vis_bad = igl.eigen.MatrixXi()
# F_vis_good = igl.eigen.MatrixXi()
# igl::slice_mask(F_vis, bad, 1, F_vis_bad);
# igl::slice_mask(F_vis, (bad!=true).eval(), 1, F_vis_good);
# igl.upsample(V_vis, F_vis_bad)
# F_vis = igl.cat(1, F_vis_bad, F_vis_good)
while True:
l = igl.eigen.MatrixXd()
igl.edge_lengths(V_vis, F_vis, l)
l /= (V_vis.colwiseMaxCoeff() - V_vis.colwiseMinCoeff()).norm()
if l.maxCoeff() < max_l:
break
# #Compute signed distance
# S_vis = igl.eigen.MatrixXd()
# I = igl.eigen.MatrixXi()
# N = igl.eigen.MatrixXd()
# C = igl.eigen.MatrixXd()
bad = l.rowwiseMaxCoeff() > max_l
notbad = l.rowwiseMaxCoeff() <= max_l # TODO replace by ~ operator
F_vis_bad = igl.eigen.MatrixXi()
F_vis_good = igl.eigen.MatrixXi()
igl.slice_mask(F_vis, bad, 1, F_vis_bad)
igl.slice_mask(F_vis, notbad, 1, F_vis_good)
igl.upsample(V_vis, F_vis_bad)
F_vis = igl.cat(1, F_vis_bad, F_vis_good)
# # Bunny is a watertight mesh so use pseudonormal for signing
# igl.signed_distance_pseudonormal(V_vis, V, F, tree, FN, VN, EN, EMAP, S_vis, I, C, N)
# Compute signed distance
S_vis = igl.eigen.MatrixXd()
I = igl.eigen.MatrixXi()
N = igl.eigen.MatrixXd()
C = igl.eigen.MatrixXd()
# # push to [0,1] range
# S_vis.array() = 0.5*(S_vis.array()/max_distance)+0.5;
# C_vis = igl.eigen.MatrixXi()
# # color without normalizing
# igl.parula(S_vis, False, C_vis)
# Bunny is a watertight mesh so use pseudonormal for signing
igl.signed_distance_pseudonormal(V_vis, V, F, tree, FN, VN, EN, EMAP, S_vis, I, C, N)
# push to [0,1] range
S_vis = 0.5 * (S_vis / max_distance) + 0.5
C_vis = igl.eigen.MatrixXd()
# color without normalizing
igl.parula(S_vis, False, C_vis)
# const auto & append_mesh = [&C_vis,&F_vis,&V_vis](const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, const RowVector3d & color)
# F_vis.conservativeResize(F_vis.rows() + F.rows(), 3)
# F_vis.bottomRows(F.rows()) = F.array() + V_vis.rows()
# V_vis.conservativeResize(V_vis.rows() + V.rows(), 3)
# V_vis.bottomRows(V.rows()) = V
# C_vis.conservativeResize(C_vis.rows() + V.rows(), 3)
# C_vis.bottomRows(V.rows()).rowwise() = color
# if overlay:
# append_mesh(V, F, RowVector3d(0.8,0.8,0.8))
if overlay:
append_mesh(C_vis, F_vis, V_vis, V, F, igl.eigen.MatrixXd([0.8, 0.8, 0.8]))
viewer.data.clear()
viewer.data.set_mesh(V_vis, F_vis)
# viewer.data.set_colors(C_vis)
viewer.data.set_colors(C_vis)
viewer.core.lighting_factor = overlay
def key_down(viewer, key, modifier):
global slice_z, overlay
@@ -111,30 +109,26 @@ def key_down(viewer, key, modifier):
print("Press [space] to toggle showing surface.")
print("Press '.'/',' to push back/pull forward slicing plane.")
#Load mesh: (V,T) tet-mesh of convex hull, F contains original surface triangles
# Load mesh: (V,T) tet-mesh of convex hull, F contains original surface triangles
igl.readMESH(TUTORIAL_SHARED_PATH + "bunny.mesh", V, T, F);
#Call to point_mesh_squared_distance to determine bounds
# Call to point_mesh_squared_distance to determine bounds
sqrD = igl.eigen.MatrixXd()
I = igl.eigen.MatrixXi()
C = igl.eigen.MatrixXd()
igl.point_mesh_squared_distance(V, V, F, sqrD, I, C)
max_distance = math.sqrt(sqrD.maxCoeff())
#Precompute signed distance AABB tree
# Precompute signed distance AABB tree
tree.init(V, F)
#Precompute vertex, edge and face normals
# Precompute vertex, edge and face normals
igl.per_face_normals(V, F, FN)
igl.per_vertex_normals(V, F, igl.PER_VERTEX_NORMALS_WEIGHTING_TYPE_ANGLE, FN, VN)
igl.per_edge_normals(V, F, igl.PER_EDGE_NORMALS_WEIGHTING_TYPE_UNIFORM, FN, EN, E, EMAP)
#Plot the generated mesh
# Plot the generated mesh
update_visualization(viewer);
viewer.callback_key_down = key_down
viewer.core.show_lines = False
viewer.launch()